// Dear ImGui: standalone example application for DirectX 11 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ // folder). // - Introduction, links and more at the top of imgui.cpp //================================================================================================= // @SAMPLE_EDIT #include #include #include "Sample.h" //================================================================================================= #include #include #include "imgui.h" #include "imgui_impl_dx11.h" #include "imgui_impl_win32.h" // Data ID3D11Device* g_pd3dDevice = nullptr; // @SAMPLE_EDIT (removed static) static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; static IDXGISwapChain* g_pSwapChain = nullptr; static bool g_SwapChainOccluded = false; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { // Make process DPI aware and obtain main monitor scale ImGui_ImplWin32_EnableDpiAwareness(); float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor( ::MonitorFromPoint(POINT{0, 0}, MONITOR_DEFAULTTOPRIMARY)); // Create application window WNDCLASSEXW wc = {sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr}; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 1; } // Show the window ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable // Multi-Viewport / Platform Windows // @SAMPLE_EDIT disabled temporarily // io.ConfigViewportsNoAutoMerge = true; // io.ConfigViewportsNoTaskBarIcon = true; // io.ConfigViewportsNoDefaultParent = true; // io.ConfigDockingAlwaysTabBar = true; // io.ConfigDockingTransparentPayload = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); // ImGui::StyleColorsLight(); // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes( main_scale); // Bake a fixed style scale. (until we have a solution for // dynamic style scaling, changing this requires resetting // Style + calling this again) style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true // makes this unnecessary. We leave both here for // documentation purpose) io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in // Begin() when Monitor DPI changes. This will scale fonts but // _NOT_ scale sizes/padding for now. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when // Monitor DPI changes. // When viewports are enabled we tweak WindowRounding/WindowBg so platform // windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can // also load multiple fonts and use ImGui::PushFont()/PopFont() to select // them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you // need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please // handle those errors in your application (e.g. use an assertion, or display // an error and quit). // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype // for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string // literal you need to write a double backslash \\ ! // style.FontSizeBase = 20.0f; // io.Fonts->AddFontDefault(); // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); // ImFont* font = // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); // IM_ASSERT(font != nullptr); // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop bool done = false; Sample::Base& sample = GetSample(); // @SAMPLE_EDIT done = !sample.Startup(); // @SAMPLE_EDIT while (!done) { // Poll and handle messages (inputs, window resize, etc.) // See the WndProc() function below for our to dispatch events to the Win32 // backend. MSG msg; while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = true; } if (done) break; // Handle window being minimized or screen locked if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) { ::Sleep(10); continue; } g_SwapChainOccluded = false; // Handle window resize (we don't resize directly in the WM_SIZE handler) if (g_ResizeWidth != 0 && g_ResizeHeight != 0) { CleanupRenderTarget(); g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); g_ResizeWidth = g_ResizeHeight = 0; CreateRenderTarget(); } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); ImGui_ImplWin32_NewFrame(); #if 0 // @SAMPLE_EDIT ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. { static float f = 0.0f; static int counter = 0; ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } // 3. Show another simple window. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // Rendering ImGui::Render(); const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } #endif // @SAMPLE_EDIT //========================================================================================= // @SAMPLE_EDIT EDIT TO ORIGINAL IMGUI main.cpp IM_UNUSED(show_demo_window); IM_UNUSED(show_another_window); // Avoids high CPU/GPU usage by releasing this thread until enough time has // passed static auto sLastTime = std::chrono::steady_clock::now(); std::chrono::duration elapsedSec = std::chrono::steady_clock::now() - sLastTime; if (elapsedSec.count() < 1.f / 120.f) { std::this_thread::sleep_for(std::chrono::microseconds(250)); continue; } // Draw the Local Imgui UI and remote imgui UI sLastTime = std::chrono::steady_clock::now(); const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w}; g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); sample.Draw(); if (ImGui::GetDrawData()) { ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } // Update and render additional Platform Windows static int sLastFrame = -1; int newFrame = ImGui::GetFrameCount(); if (sLastFrame != newFrame && io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { sLastFrame = newFrame; ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } //========================================================================================= // Present // HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); } // Cleanup ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); sample.Shutdown(); // @SAMPLE_EDIT ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 0; } // Helper functions bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; sd.BufferDesc.Width = 0; sd.BufferDesc.Height = 0; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags = 0; // createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; HRESULT res = D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software // driver if hardware is not available. res = D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res != S_OK) return false; CreateRenderTarget(); return true; } void CleanupDeviceD3D() { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } } void CreateRenderTarget() { ID3D11Texture2D* pBackBuffer; g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); pBackBuffer->Release(); } void CleanupRenderTarget() { if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } } // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Win32 message handler // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if // dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your // main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to // your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from // your application based on those two flags. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (wParam == SIZE_MINIMIZED) return 0; g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize g_ResizeHeight = (UINT)HIWORD(lParam); return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: ::PostQuitMessage(0); return 0; } return ::DefWindowProcW(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { IM_UNUSED(hInstance); IM_UNUSED(hPrevInstance); IM_UNUSED(lpCmdLine); IM_UNUSED(nShowCmd); return main(0, nullptr); } //=================================================================================================